Anita | Vampire the Masquerade 5e Character Sheet | World of Darkness 5th Edition (Paradox) | Statblocks & Sheets | World Anvil

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Name
Anita
Chronicle
Sire
Concept
Anita Blake but cooler
Ambition
Desire
Predator
Cleaver
Clan
Gangrel
Generation
13th

Attributes

Physical

Strength
Dexterity
Stamina

Social

Charisma
Manipulation
Composure

Mental

Intelligence
Wits
Resolve

Health

Willpower

Skills

Athletics
Brawl
Craft
Drive
Firearms
Melee
Larceny
Stealth
Survival
Animal ken
Etiquette
Insight
Intimidation
Leadership
Performance
Persuasion
Streetwise
Subterfuge
Academics
Awareness
Finance
Investigation
Medicine
Occult
Politics
Science
Technology

Disciplines

Animalism
A Gangrel can use Animalism to take on an animal companion, sometimes called a famulus. The animal companion can be used for hunting, spying, and attacking. Some Gangrel will turn pets on their owners, hound vagrants with packs of dogs, or lure strays to them for a quick feeding.
Fortitude
As longtime bodyguards and soldiers for the other clans, the Gangrel have benefited hugely from Fortitude. The Discipline can give them a sense of fearlessness, as it allows them to hunt across harsh terrain and take bullets and knife blades without worry. The Gangrel who emphasize growth in Fortitude likely expects a lot of arm to come their way.
Protean
Gangrel are known for their mastery of Protean, as few other clans possess its gifts. Straddling the line between vampirism and shapeshifting, the Discipline allows a Gangrel to take on the physical properties of another creature, or in other ways change their physical shape. Gangrel who feed as animals often consider this the truest, or at least the best, of kills.
Feral whispers
The vampire can commune with the beasts of the wild and the city. Feral Whispers allows two-way communication with animals. A cat might not be interested in debating Matisse’s use of color but happily discusses the lack of prey around the brownstone building across the street. Depending on the vampire’s skill, they can even persuade animals to perform services; like humans, animals seldom agree to things that go against their nature or endanger them. Vampires can also use Feral Whispers to summon a chosen type of animal (see Animalism limitations above) but the animals must be present to answer. Nothing prevents a vampire trying to summon an orca in Central Park, but success seems unlikely. Summoned animals listen to the summoner, but scatter or attack if endangered. . ■ Dice Pools: Manipulation + Animalism, Charisma + Animalism ■ Cost: One Rouse Check per type of animal chosen for the scene. Allows one summoning and unlimited communication. Free when used on famulus. ■ System: Simple communication requires no dice pool test. Persuading an animal to perform a service requires a Manipulation + Animalism roll; the Difficulty depends on the task required. Having a bird keep an eye out for anyone entering the park at night is Difficulty 3, while ordering any animal to defend a place with their lives is Difficulty 6. Summoning animals uses a Charisma + Animalism roll; Difficulty depends on the scarcity of the animals summoned. The number of animals summoned depend on the margin on the test; a critical win summons most, if not all, animals of the type in the area. ■ Duration: One Scene
Unswayable mind
The user gains a mystical ability to resist any attempts to sway them through mundane charms, coercion, and wiles. Some exhibit Unswayable Mind as zen-like calm, others as supernatural stubbornness. ■ Cost: Free ■ System: The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence. ■ Duration: Passive
Feral weapons
The vampire can extend their natural weapons to monstrous proportions. This usually takes the form of fingernails extending into wicked talons but can also come in other forms such as fangs elongating into veritable daggers, as from a gigantic serpent. ■ Cost: One Rouse Check ■ System: No skill roll is needed to activate this power. When activated, the vampire adds a +2 modifier to their Brawl damage, and causes Aggravated Health damage to mortals. Superficial damage inflicted from Feral Weapons is not halved. ■ Duration: One scene
Hunger
 
Humanity
 

Chronicle Tenets

Touchstones & Convictions

Clan Bane

SUSPICIOUS PARTNERSHIP: In frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward, lingering like a hangover following ebauchery. Each feature reduces one Attribute by 1 point – the Storyteller may decide that a forked tongue or bearlike musk reduces Charisma, while batlike ears reduce Resolve (“all those distracting sounds”). If nothing immediately occurs to you, the feature reduces intelligence or Manipulation. The number of features a Gangrel manifests equals their Bane Severity. If your character Rides the Wave of their frenzy (see p. 219) you can choose only one feature to manifest, thus taking only one penalty to their Attributes

Advantages & Flaws

Dark secret - cleaver
Herd - family
Haven
Cell
Hidden armory
Watchmen
Beautiful

Notes

Hidden Armory: Each dot in this Merit adds a stand of arms to your haven’s supply: one pistol and one long firearm, with ammunition. They are as secure from discovery as your resting place.   Cell: Your haven has a dedicated, locked place to store two prisoners, with a base Difficulty to escape of 5. Each extra dot either allows you to store twice as many prisoners (up to a maximum of 32, only in very large havens) or adds +1 to the escape Difficulty. This Merit is not available in small havens.   Watchmen: You have either private security or criminal thugs guarding your haven. Each dot of this Merit supplies four Average guards and one Gifted boss (see Mortal Templates, p. 185). If guards would be conspicuous here, buy this Merit cautiously

Blood Potency

Blood Surge

add 1 die

Mend Amount

1 Superficial Damage

Power Bonus

0

Rouse Reroll

Level 1

Feeding Penalty

0

Bane Severity

1

Experience

Total Experience:
Spent Experience:

Background

History

***SPECIALTY*** INSIGHT - LIE DETECTION ***BEAUTIFUL*** +1 to SOCIAL ROLLS CLOUD MEMORY By uttering the phrase “Forget!” the user can make the Dominated victim forget the current moment as well as the last few minutes, enough to mask a superficial feeding or a chance meeting. No new memories are formed and if pressed the victim realizes they have a few minutes missing. ■ Cost: Free ■ Dice Pools: Charisma + Dominate vs Wits + Resolve ■ System: No roll is required against an unprepared mortal victim. Clouding the memory of a resisting victim or another vampire requires a Charisma + Dominate vs Wits + Resolve roll. ■ Duration: Indefinitely


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